Bevy ECS skill for 2D sprite animation. Keywords: Bevy, sprite, animation, AnimationPlayer, AnimationClip, 2D.
The English summary is being prepared. Showing the original description.
Bevy ECS skill for mobile. Keywords: Bevy, mobile, android, touch, ASTC, gestures.
The English summary is being prepared. Showing the original description.
See how to installReview the instructions the agent will receive before you install.
Load this when targeting touch devices. Store listings and OS permission dialogs stay outside the crate. XR is a separate topic.
Touches holds active contacts. PinchGesture is a message for two-finger pinch on iOS and macOS.android-game-activity feature. android-native-activity is the legacy activity.WinitSettings::mobile() waits on input while focused and drops to a one-second wait when unfocused.Window::preferred_screen_edges_deferring_system_gestures takes a ScreenEdge.TextureFormat::Astc on an Image descriptor after the asset loads.[dependencies]
bevy = { version = "0.20", features = ["android-game-activity"] }
Mobile update mode sleeps the loop when the window is backgrounded.
use bevy::winit::WinitSettings;
fn main() {
App::new()
.insert_resource(WinitSettings::mobile())
.add_plugins(DefaultPlugins)
.run();
}
A stick zone turns the first contact into a unit axis. Keyboard and mouse stay on bevy-input-handling.
#[derive(Component, Default)]
struct MoveIntent {
axis: Vec2,
}
#[derive(Resource)]
struct StickZone {
center: Vec2,
radius: f32,
}
fn read_stick(touches: Res<Touches>, zone: Res<StickZone>, mut intents: Query<&mut MoveIntent>) {
let Some(touch) = touches.iter().next() else {
return;
};
let offset = touch.position() - zone.center;
let length = offset.length();
let axis = if length <= zone.radius && length > 0.0 {
offset / zone.radius
} else if length > zone.radius {
offset / length
} else {
Vec2::ZERO
};
for mut intent in &mut intents {
intent.axis = axis;
}
}
Pinch messages adjust a zoom resource. Registering messages is the engine's job for built-in gesture types.
use bevy::input::gestures::PinchGesture;
#[derive(Resource)]
struct CameraZoom(f32);
fn apply_pinch(mut pinches: MessageReader<PinchGesture>, mut zoom: ResMut<CameraZoom>) {
for pinch in pinches.read() {
zoom.0 = (zoom.0 + pinch.0).clamp(0.25, 4.0);
}
}
Defer system gestures on every screen edge, and count ASTC images already in the asset store.
use bevy::render::render_resource::TextureFormat;
use bevy::window::PrimaryWindow;
use bevy::window::ScreenEdge;
fn defer_system_gestures(mut windows: Query<&mut Window, With<PrimaryWindow>>) {
let Ok(mut window) = windows.single_mut() else {
return;
};
window.preferred_screen_edges_deferring_system_gestures = ScreenEdge::All;
}
#[derive(Resource, Default)]
struct AstcCount(usize);
fn count_astc(images: Res<Assets<Image>>, mut count: ResMut<AstcCount>) {
count.0 = images
.iter()
.filter(|(_, image)| matches!(image.texture_descriptor.format, TextureFormat::Astc { .. }))
.count();
}
| Design | Bevy idiom |
|---|---|
| Touch | Touches on Update |
| Android activity | android-game-activity Cargo feature |
| Safe area | ScreenEdge on the primary Window, plus UI padding from bevy-adapt-desktop-to-mobile |
| Background FPS | WinitSettings::mobile() |
Packaging, signing, and store permission prompts are outside this skill. Touch, pinch, screen edges, ASTC detection, and the mobile update mode are the systems above.
Target: Bevy 0.20+.
Core ECS types: Component, Resource, Query, Commands, Startup, Update, Fixed / FixedMain (bevy::time), .chain(), Plugin, DefaultPlugins, MinimalPlugins. Messages and observers are an ownership slot. See bevy-events-messaging for their APIs. Systems run in parallel unless .chain() orders the ones that conflict.
| Piece | Owner | Who may mutate | Schedule |
|---|---|---|---|
| Data on one entity | Component | One system via Query | Update or FixedMain |
| One value for the whole app | Resource | One system | Startup to insert, then the schedule that reads it |
| Spawn | Commands | The spawning system | Startup for the initial world; later schedules for runtime spawn |
| Order that must not race | .chain() | The chained systems only | Same schedule |
| Plugin boundary | Plugin | build registers systems and resources | Before the app runs |
Borrow rule: two systems that both mutably query the same component must be ordered (.chain()) or split so only one writes. Unrelated systems stay parallel. That is the ECS page rule, not a guess at a system-set API.
| If you need | Do this | Do not |
|---|---|---|
| Per-entity data | Component + Query | A scene-tree script hung on the entity |
| App-wide config or clock | Resource | Copy the value onto every entity |
| Stable simulation step | FixedMain and the Fixed clock | Tie simulation to raw frame Update |
| Startup spawn | Commands in Startup | Spawn from a render system |
| Cross-system notice that is not shared state | Message or observer slot in bevy-events-messaging | A new event type invented in this file |
| An API outside the documented set | Check the official docs first | A made-up crate or API |
Load references/ecs-ownership.md for the ownership table.
Do not pin /0.20.0/ in docs URLs. WHY: links stay on latest; the 0.20 target is stated once in prose.
Do not mutably query the same component from two unordered systems. WHY: the schedule runs systems in parallel unless .chain() orders them.
Do not invent a physics, navigation, networking, or XR crate here. WHY: this skill only names documented Bevy crates and modules.
No Godot touch-screen or safe-margin project settings. WHY: Bevy code stays idiomatic ECS and uses only documented Bevy APIs.
No Godot types in Bevy code. WHY: Bevy code stays idiomatic ECS and uses only documented Bevy APIs.
No invented APIs or unnamed third-party crates as the chosen solver. WHY: Bevy code stays idiomatic ECS and uses only documented Bevy APIs.
Official pages stay on unversioned bevy.org URLs. The library pin on bevy-master stays 0.20.0. ScreenEdge is a field on Window. Touch contacts stay on Touches; they are not a separate event struct.
latest branch.Component, systems, Query, Startup, Update, and .chain().Plugin, DefaultPlugins, MinimalPlugins, and add_plugins.No reviews yet. Tell others what you thought.
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Bevy ECS skill for 2D sprite animation. Keywords: Bevy, sprite, animation, AnimationPlayer, AnimationClip, 2D.
The English summary is being prepared. Showing the original description.
Spawn and tune Bevy 0.20 directional, point, and spot lights, cascade shadows, distance fog, and a nearest-light shadow budget. Use when a 3D scene needs a sun, local lights, or fog on the camera. Keywords: DirectionalLight, PointLight, SpotLight, CascadeShadowConfig, DistanceFog, bevy_light.
The English summary is being prepared. Showing the original description.
Bevy ECS skill for PBR materials. Keywords: Bevy, StandardMaterial, PBR, material, ExtendedMaterial.
The English summary is being prepared. Showing the original description.
Bevy ECS skill for 3D level assembly. Keywords: Bevy, level, scene, mesh, world, ECS.
The English summary is being prepared. Showing the original description.
Bevy ECS skill for abilities. Keywords: Bevy, ability, cooldown, ECS, gameplay.
The English summary is being prepared. Showing the original description.
Rewrite Bevy 2D actors and cameras into 3D meshes and Camera3d while keeping gameplay components. Use when a Bevy 2D game should gain a perspective camera, mesh draw, and a planar velocity lifted onto XZ. Keywords: Camera2d, Camera3d, Sprite, Mesh3d, StandardMaterial, WishVelocity.
The English summary is being prepared. Showing the original description.